SceneXmlLoader.cs 11 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.IO;
  30. using System.Reflection;
  31. using System.Xml;
  32. using OpenMetaverse;
  33. using log4net;
  34. using OpenSim.Framework;
  35. using OpenSim.Region.Framework.Scenes;
  36. using OpenSim.Region.PhysicsModules.SharedBase;
  37. namespace OpenSim.Region.Framework.Scenes.Serialization
  38. {
  39. /// <summary>
  40. /// Static methods to serialize and deserialize scene objects to and from XML
  41. /// </summary>
  42. public class SceneXmlLoader
  43. {
  44. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  45. #region old xml format
  46. public static void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, Vector3 loadOffset)
  47. {
  48. XmlDocument doc = new XmlDocument();
  49. XmlNode rootNode;
  50. if (fileName.StartsWith("http:") || File.Exists(fileName))
  51. {
  52. using(XmlTextReader reader = new XmlTextReader(fileName))
  53. {
  54. reader.DtdProcessing = DtdProcessing.Ignore;
  55. reader.WhitespaceHandling = WhitespaceHandling.None;
  56. doc.Load(reader);
  57. }
  58. rootNode = doc.FirstChild;
  59. foreach (XmlNode aPrimNode in rootNode.ChildNodes)
  60. {
  61. SceneObjectGroup obj = SceneObjectSerializer.FromOriginalXmlFormat(aPrimNode.OuterXml);
  62. if (newIDS)
  63. {
  64. obj.ResetIDs();
  65. }
  66. //if we want this to be a import method then we need new uuids for the object to avoid any clashes
  67. //obj.RegenerateFullIDs();
  68. scene.AddNewSceneObject(obj, true);
  69. obj.InvalidateDeepEffectivePerms();
  70. }
  71. }
  72. else
  73. {
  74. throw new Exception("Could not open file " + fileName + " for reading");
  75. }
  76. }
  77. public static void SavePrimsToXml(Scene scene, string fileName)
  78. {
  79. FileStream file = new FileStream(fileName, FileMode.Create);
  80. StreamWriter stream = new StreamWriter(file);
  81. int primCount = 0;
  82. stream.WriteLine("<scene>\n");
  83. EntityBase[] entityList = scene.GetEntities();
  84. foreach (EntityBase ent in entityList)
  85. {
  86. if (ent is SceneObjectGroup)
  87. {
  88. stream.WriteLine(SceneObjectSerializer.ToOriginalXmlFormat((SceneObjectGroup)ent));
  89. primCount++;
  90. }
  91. }
  92. stream.WriteLine("</scene>\n");
  93. stream.Close();
  94. file.Close();
  95. }
  96. #endregion
  97. #region XML2 serialization
  98. // Called by archives (save oar)
  99. public static string SaveGroupToXml2(SceneObjectGroup grp, Dictionary<string, object> options)
  100. {
  101. //return SceneObjectSerializer.ToXml2Format(grp);
  102. using (MemoryStream mem = new MemoryStream())
  103. {
  104. using (XmlTextWriter writer = new XmlTextWriter(mem, System.Text.Encoding.UTF8))
  105. {
  106. SceneObjectSerializer.SOGToXml2(writer, grp, options);
  107. writer.Flush();
  108. using (StreamReader reader = new StreamReader(mem))
  109. {
  110. mem.Seek(0, SeekOrigin.Begin);
  111. return reader.ReadToEnd();
  112. }
  113. }
  114. }
  115. }
  116. // Called by scene serializer (save xml2)
  117. public static void SavePrimsToXml2(Scene scene, string fileName)
  118. {
  119. EntityBase[] entityList = scene.GetEntities();
  120. SavePrimListToXml2(entityList, fileName);
  121. }
  122. // Called by scene serializer (save xml2)
  123. public static void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName)
  124. {
  125. m_log.InfoFormat(
  126. "[SERIALISER]: Saving prims with name {0} in xml2 format for region {1} to {2}",
  127. primName, scene.RegionInfo.RegionName, fileName);
  128. EntityBase[] entityList = scene.GetEntities();
  129. List<EntityBase> primList = new List<EntityBase>();
  130. foreach (EntityBase ent in entityList)
  131. {
  132. if (ent is SceneObjectGroup)
  133. {
  134. if (ent.Name == primName)
  135. {
  136. primList.Add(ent);
  137. }
  138. }
  139. }
  140. SavePrimListToXml2(primList.ToArray(), fileName);
  141. }
  142. // Called by REST Application plugin
  143. public static void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max)
  144. {
  145. EntityBase[] entityList = scene.GetEntities();
  146. SavePrimListToXml2(entityList, stream, min, max);
  147. }
  148. // Called here only. Should be private?
  149. public static void SavePrimListToXml2(EntityBase[] entityList, string fileName)
  150. {
  151. FileStream file = new FileStream(fileName, FileMode.Create);
  152. try
  153. {
  154. StreamWriter stream = new StreamWriter(file);
  155. try
  156. {
  157. SavePrimListToXml2(entityList, stream, Vector3.Zero, Vector3.Zero);
  158. }
  159. finally
  160. {
  161. stream.Close();
  162. }
  163. }
  164. finally
  165. {
  166. file.Close();
  167. }
  168. }
  169. // Called here only. Should be private?
  170. public static void SavePrimListToXml2(EntityBase[] entityList, TextWriter stream, Vector3 min, Vector3 max)
  171. {
  172. XmlTextWriter writer = new XmlTextWriter(stream);
  173. int primCount = 0;
  174. stream.WriteLine("<scene>");
  175. foreach (EntityBase ent in entityList)
  176. {
  177. if (ent is SceneObjectGroup)
  178. {
  179. SceneObjectGroup g = (SceneObjectGroup)ent;
  180. if (!min.IsZero() || !max.IsZero())
  181. {
  182. Vector3 pos = g.RootPart.GetWorldPosition();
  183. if (min.X > pos.X || min.Y > pos.Y || min.Z > pos.Z)
  184. continue;
  185. if (max.X < pos.X || max.Y < pos.Y || max.Z < pos.Z)
  186. continue;
  187. }
  188. //stream.WriteLine(SceneObjectSerializer.ToXml2Format(g));
  189. SceneObjectSerializer.SOGToXml2(writer, (SceneObjectGroup)ent, new Dictionary<string,object>());
  190. // stream.WriteLine();
  191. primCount++;
  192. }
  193. }
  194. stream.WriteLine("</scene>");
  195. stream.Flush();
  196. }
  197. #endregion
  198. #region XML2 deserialization
  199. public static SceneObjectGroup DeserializeGroupFromXml2(string xmlString)
  200. {
  201. return SceneObjectSerializer.FromXml2Format(xmlString);
  202. }
  203. /// <summary>
  204. /// Load prims from the xml2 format
  205. /// </summary>
  206. /// <param name="scene"></param>
  207. /// <param name="fileName"></param>
  208. public static void LoadPrimsFromXml2(Scene scene, string fileName)
  209. {
  210. var xr = new XmlTextReader(fileName);
  211. xr.DtdProcessing = DtdProcessing.Ignore;
  212. LoadPrimsFromXml2(scene, xr , false);
  213. }
  214. /// <summary>
  215. /// Load prims from the xml2 format
  216. /// </summary>
  217. /// <param name="scene"></param>
  218. /// <param name="reader"></param>
  219. /// <param name="startScripts"></param>
  220. public static void LoadPrimsFromXml2(Scene scene, TextReader reader, bool startScripts)
  221. {
  222. var xr = new XmlTextReader(reader);
  223. xr.DtdProcessing = DtdProcessing.Ignore;
  224. LoadPrimsFromXml2(scene, xr, startScripts);
  225. }
  226. /// <summary>
  227. /// Load prims from the xml2 format. This method will close the reader
  228. /// </summary>
  229. /// <param name="scene"></param>
  230. /// <param name="reader"></param>
  231. /// <param name="startScripts"></param>
  232. protected static void LoadPrimsFromXml2(Scene scene, XmlTextReader reader, bool startScripts)
  233. {
  234. XmlDocument doc = new XmlDocument();
  235. reader.DtdProcessing = DtdProcessing.Ignore;
  236. reader.WhitespaceHandling = WhitespaceHandling.None;
  237. doc.Load(reader);
  238. reader.Close();
  239. XmlNode rootNode = doc.FirstChild;
  240. ICollection<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
  241. foreach (XmlNode aPrimNode in rootNode.ChildNodes)
  242. {
  243. SceneObjectGroup obj = DeserializeGroupFromXml2(aPrimNode.OuterXml);
  244. scene.AddNewSceneObject(obj, true);
  245. if (startScripts)
  246. sceneObjects.Add(obj);
  247. }
  248. foreach (SceneObjectGroup sceneObject in sceneObjects)
  249. {
  250. sceneObject.CreateScriptInstances(0, true, scene.DefaultScriptEngine, 0);
  251. sceneObject.ResumeScripts();
  252. }
  253. }
  254. #endregion
  255. }
  256. }